/// <summary> /// Returns whether the pirate attacked last turn /// </summary> public static PredictionResult AttackedLastTurn(Game game, Pirate p) { if (p == null) { return(PredictionResult.NotSure); } else if (p.HasPowerup(AttackPowerup.NAME)) { return(PredictionResult.NotSure); } else if (p.TurnsToAttackReload == game.TurnsUntilAttackReload) { return(PredictionResult.True); } else { return(PredictionResult.False); } }
/// <summary> /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager" /// </summary> public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser) { // if the pirate is not carrying treasure OR if he can't move, we cannot do anything if (this.myPirate.State != PirateState.CarryingTreasure || !this.myPirate.CanMove) { return; } /* * bool isEscorted = false; * foreach (Pirate ally in game.GetMyFreePirates()) * { * if (Game.InAttackRange(ally, myPirate, ally.AttackRadius)) * { * isEscorted = true; * break; * } * }*/ var sailOptions = game.GetCompleteSailOptions(this.myPirate, this.myPirate.InitialLocation, myPirate.DefenseDuration == 0 && Game.ManhattanDistance(myPirate, myPirate.InitialLocation) > myPirate.MaxSpeed, Terrain.EnemyLocation); List <Pirate> closestEnemies = game.GetEnemyClosestPirates(myPirate, PirateState.Free); // check all possible destinations for returning home foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value && (game.GetPirateOn(pair.Key) == null || game.GetPirateOn(pair.Key).Owner == Owner.Me)) { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id); double prioritize = (pair.Value == 0 ? myPirate.CarriedTreasureValue * 65536 : 5.0 * (pair.Value + 1.0) / (pair.Value)); double stayAwayPrioritize = 10; if (closestEnemies.Count > 0) { Pirate enemy = closestEnemies[0]; if (Game.ManhattanDistance(enemy, myPirate) > enemy.MaxSpeed) { double distanceToEnemy = Game.EuclideanDistance(pair.Key, enemy); stayAwayPrioritize = 5.0 * (distanceToEnemy) / (distanceToEnemy + 1.0); } } double value = (MOVE_TOWARDS_HOME + prioritize + stayAwayPrioritize - Utils.Pow(pair.Value, 1.3)) * myPirate.CarriedTreasureValue; if (myPirate.HasPowerup(SpeedPowerup.NAME)) { value = value * SPEED_POWERUP_MULTIPLYER; } if (game.GetAllMyPiratesCount() > game.ActionsPerTurn) { value += ARMADA_BONUS; } ap.BurnInformation("Made in ReturnTreasureEvent, Value: {0:F3}", value); chooser.AddActionsPack(ap, value); } } }
/// <summary> /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager" /// </summary> public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser) { if (!this.myPirate.CanMove || this.myPirate.State != PirateState.Free) //If my pirate can't move, or isn't free he can't Seek&Destroy { return; } // get all the enemy pirates with treasure, sorted by their manhattan distance to me List <Pirate> enemyPiratesWithTreasure = game.GetEnemyClosestPirates(this.myPirate, PirateState.CarryingTreasure); ImpendingDoomState impendingDoom = statesManager.GetState <ImpendingDoomState>(); double pirateCountMultiplier = (double)game.ActionsPerTurn / (double)game.GetAllEnemyPiratesCount(); pirateCountMultiplier = pirateCountMultiplier > 1 ? 1.0 : pirateCountMultiplier; // If the enemy has treasure foreach (Pirate enemy in enemyPiratesWithTreasure) { if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius - 1)) { continue; //We are in attack range to AttackEvent. This should be handled by it. } int distanceLeftForEnemy = Game.ManhattanDistance(enemy, enemy.InitialLocation); if (distanceLeftForEnemy <= 1 || distanceLeftForEnemy < Game.ManhattanDistance(this.myPirate, enemy) / game.ActionsPerTurn) { continue; //It's too late now, we can't reach him. Douchebag should handle this. } //get the sailing directions ILocateable dest = enemy; int distanceFromDest = (int)this.myPirate.AttackRadius - 2; foreach (Powerup up in game.GetPowerups()) { if (up is AttackPowerup && Game.OnTrack(myPirate, enemy, up)) { dest = up; distanceFromDest = 0; break; } } var sailOptions = game.GetCompleteSailOptions(this.myPirate, enemy, 0, distanceFromDest, Terrain.CurrentTreasureLocation, Terrain.EnemyLocation); //Get sailing packs - with Value and Burnt information according to the Distance Category from the enemy switch (GetDistanceCategory(game, enemy, Game.EuclideanDistance(myPirate, enemy))) { case DistanceCategory.Close: //enemy is close to me foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id); ap.AddEnemyPirate(enemy); double value = CLOSE_ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Utils.Pow((pair.Value), 1.5) - Game.ManhattanDistance(pair.Key, enemy.InitialLocation); if (impendingDoom.IsDoomIncoming) { value = value * IMPENDING_DOOM_MULTIPLYER; } if (myPirate.HasPowerup(AttackPowerup.NAME)) { value = value * ATTACK_POWERUP_MULTIPLYER; } //value *= pirateCountMultiplier; ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: close treasure", enemy.Id, value); chooser.AddActionsPack(ap, value); } } break; case DistanceCategory.Medium: //enemy is in medium range foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id); ap.AddEnemyPirate(enemy); double value = MEDIUM_RANGE_ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Utils.Pow((pair.Value) + (game.ActionsPerTurn + 1) / 2 - 2, 1.3) - Game.ManhattanDistance(pair.Key, enemy.InitialLocation); if (enemy.HasPowerup(SpeedPowerup.NAME)) { value += ENEMY_WITH_SPEED_UP_AND_TREASURE; } if (impendingDoom.IsDoomIncoming) { value = value * IMPENDING_DOOM_MULTIPLYER; } if (myPirate.HasPowerup(AttackPowerup.NAME)) { value = value * ATTACK_POWERUP_MULTIPLYER; } value *= pirateCountMultiplier; ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: medium treasure", enemy.Id, value); chooser.AddActionsPack(ap, value); } } break; case DistanceCategory.Far: //enemy is far away foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id); ap.AddEnemyPirate(enemy); double value = FAR_RANGE_ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Utils.Pow((pair.Value) - game.ActionsPerTurn / 3 - 2, 1.2) - Game.ManhattanDistance(pair.Key, enemy.InitialLocation); if (enemy.HasPowerup(SpeedPowerup.NAME)) { value += ENEMY_WITH_SPEED_UP_AND_TREASURE; } if (impendingDoom.IsDoomIncoming) { value = value * IMPENDING_DOOM_MULTIPLYER; } if (myPirate.HasPowerup(AttackPowerup.NAME)) { value = value * ATTACK_POWERUP_MULTIPLYER; } value *= pirateCountMultiplier; ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: far treasure", enemy.Id, value); chooser.AddActionsPack(ap, value); } } break; } } Pirate closest = null; if (game.GetEnemyPiratesCount(PirateState.Free) > 0) { closest = game.GetEnemyClosestPirates(myPirate, PirateState.Free)[0]; } //if the enemy doesn't have a treasure foreach (Pirate enemy in game.GetEnemyPirates(PirateState.Free)) { if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius)) { continue; //We are in attack range to AttackEvent. This should be handled by it. } //get the sailing directions var sailOptions = game.GetCompleteSailOptions(this.myPirate, enemy, 0, (int)this.myPirate.AttackRadius, Terrain.CurrentTreasureLocation, Terrain.EnemyLocation); //Get sailing packs - with Value and Burnt information according to the Distance Category from the enemy if (enemy.PowerupCount > 0) { switch (GetDistanceCategory(game, enemy, Game.EuclideanDistance(myPirate, enemy))) { case DistanceCategory.Close: //enemy is close to me foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id); ap.AddEnemyPirate(enemy); double value = CLOSE_ENEMY_HAS_POWERUP - Utils.Pow((pair.Value), 1.3); if (myPirate.HasPowerup(AttackPowerup.NAME)) { value = value * ATTACK_POWERUP_MULTIPLYER; } value *= pirateCountMultiplier; ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: close powerup", enemy.Id, value); chooser.AddActionsPack(ap, value); } } break; case DistanceCategory.Medium: //enemy is in medium range foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id); ap.AddEnemyPirate(enemy); double value = MEDIUM_RANGE_ENEMY_HAS_POWERUP - Utils.Pow((pair.Value) + (game.ActionsPerTurn + 1) / 2 - 2, 1.2); if (myPirate.HasPowerup(AttackPowerup.NAME)) { value = value * ATTACK_POWERUP_MULTIPLYER; } value *= pirateCountMultiplier; ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: medium powerup", enemy.Id, value); chooser.AddActionsPack(ap, value); } } break; case DistanceCategory.Far: //enemy is far away foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id); ap.AddEnemyPirate(enemy); double value = FAR_RANGE_ENEMY_HAS_POWERUP - Utils.Pow((pair.Value) - game.ActionsPerTurn / 3 - 2, 1); if (myPirate.HasPowerup(AttackPowerup.NAME)) { value = value * ATTACK_POWERUP_MULTIPLYER; } value *= pirateCountMultiplier; ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: far powerup", enemy.Id, value); chooser.AddActionsPack(ap, value); } } break; } } else if (enemy == closest || !game.EnemyArmada) { if (impendingDoom.IsDoomIncoming) { return; } if (myPirate.CanAttack) //Seek and Destroy a non-treasure enemy only if you can shoot him { if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius)) { continue; //We are in attack range to AttackEvent. This should be handled by it.; } //Get sailing packs foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id); ap.AddEnemyPirate(enemy); double value = Utils.Max(ENEMY_HAS_NO_TREASURE - Utils.Pow(pair.Value, 0.7), 1.0 / (pair.Value + 1.0)); if (myPirate.HasPowerup(AttackPowerup.NAME)) { value = value * ATTACK_POWERUP_MULTIPLYER; } value *= pirateCountMultiplier; ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: no Treasure", enemy.Id, value); chooser.AddActionsPack(ap, value); } } } } } }
/// <summary> /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager" /// </summary> public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser) { if (!this.myPirate.CanMove || this.myPirate.State != PirateState.Free) //If my pirate can't move or isn't free, he can't go to fetch treasures. { return; } // Get threatened treasure state ThreatenedTreasureState treasureState = statesManager.GetState <ThreatenedTreasureState>(); // Get all the free treasures and sort them by manhattan distance to me List <Treasure> freeTreasures = treasureState.GetSafeTreasures().OrderBy(t => Game.ManhattanDistance(t, this.myPirate)).ToList(); // calculate the maximum amount of treasures to check int maxTreasuresToCheck = (int)Utils.Min(freeTreasures.Count, game.GetMyPiratesCount(PirateState.Free), game.ActionsPerTurn, game.MaxCommandsPerTurn); // remove all the excess treasures, based on their value Dictionary <int, int> usedTreasuresDict = new Dictionary <int, int>(); // the key is the value of the treasure, and the value is how many treasures with the value are already in the list for (int i = 0; i < freeTreasures.Count;) { if (usedTreasuresDict.ContainsKey(freeTreasures[i].Value)) { usedTreasuresDict[freeTreasures[i].Value]++; if (usedTreasuresDict[freeTreasures[i].Value] > maxTreasuresToCheck) { freeTreasures.RemoveAt(i); } else { i++; } } else { usedTreasuresDict.Add(freeTreasures[i].Value, 1); i++; } } double multiplyer = Utils.Pow(1 - ((double)game.GetMyPiratesCount(PirateState.CarryingTreasure)) / game.GetMyPiratesCount(PirateState.Free, PirateState.CarryingTreasure), 2); // try to sail to each treasure foreach (Treasure t in freeTreasures) { if (game.GetPirateOn(t) != null) // there is a pirate where the treasure is, most likely a drunk one. Leave it be. { continue; } ILocateable dest = t; // search for a speed powerup on the way to the treasure foreach (Powerup up in game.GetPowerups()) { if (up is SpeedPowerup && Game.OnTrack(myPirate, t, up)) { dest = up; break; } } var sailOptions = game.GetCompleteSailOptions(this.myPirate, dest, Terrain.EnemyLocation, Terrain.CurrentTreasureLocation); int maxActionsUsed = (int)Utils.Min(this.myPirate.MaxSpeed, game.ActionsPerTurn, Game.ManhattanDistance(this.myPirate, dest)); foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id); ap.AddTreasure(t); double returnDistance = Game.ManhattanDistance(this.myPirate.InitialLocation, t); double maxDistance = game.Rows + game.Collumns; double value = (FETCH_VALUE - Utils.Pow(pair.Value, 0.9)) * multiplyer * ((maxDistance - returnDistance) / (maxDistance)); if (game.GetTreasuresCount(TreasureState.BeingCarried, TreasureState.Taken) == 0 && Game.ManhattanDistance(pair.Key, this.myPirate) == maxActionsUsed) { value += GAME_START_MULT; } value *= t.Value; if (myPirate.HasPowerup(SpeedPowerup.NAME)) { value *= SPEED_POWERUP_MULTIPLYER; } ap.BurnInformation("Made in FetchTreasureEvent. Fetching Treasure: {0}, value: {1:F3}", t.Id, value); chooser.AddActionsPack(ap, value); } } } }
/// <summary> /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager" /// </summary> public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser) { if (this.myPirate.State != PirateState.Free) { return; } bool inRisk = false; // Is my pirate in risk of shooting right now? foreach (Pirate threat in game.GetEnemyPirates(PirateState.Free)) { if (Game.InAttackRange(threat, myPirate, threat.AttackRadius) || Game.ManhattanDistance(threat, myPirate) <= threat.MaxSpeed) { inRisk = true; break; } } bool isDouche = game.GetPirateSpawnOn(myPirate) != null && game.GetPirateSpawnOn(myPirate).Owner == Owner.Enemy; // If my pirate is a douche, he shouldn't ram the enemy since spawn-blocking is better. // try to attack every enemy pirate which is carrying a treasure / which is free foreach (Pirate enemy in game.GetEnemyPirates(PirateState.CarryingTreasure, PirateState.Free, PirateState.Drunk)) { //safe attack a treasure carrier if (enemy.State == PirateState.CarryingTreasure) { if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius - 1) && //in close range - enemy can't escape game.IsAttackPossible(this.myPirate, enemy) && //can fire (!inRisk || isDouche)) // it's safe to shoot (a douche shouldn't care if it's safe or not to shoot - he has nothing to lose) { ActionsPack ap = ActionsPack.NewCommandPack(game, new AttackCommand(this.myPirate, enemy), this.Id); double value = ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue; if (myPirate.HasPowerup(AttackPowerup.NAME)) { value *= ATTACK_POWERUP_MULTIPLYER; } ap.BurnInformation("Made in AttackEvent, case: shoot treasure. Value: {0:F3}", value); chooser.AddActionsPack(ap, value); } else if ((Game.ManhattanDistance(enemy, enemy.InitialLocation) <= enemy.MaxSpeed || inRisk || !myPirate.CanAttack || myPirate.TurnsToAttackReload > enemy.DefenseDuration) && enemy.MaxSpeed < myPirate.MaxSpeed && !enemy.HasPowerup(SpeedPowerup.NAME))// ram { if (!isDouche || (!myPirate.CanDefend && inRisk && Game.ManhattanDistance(enemy, enemy.InitialLocation) > enemy.MaxSpeed)) { // ram his predicted location Location predictedLocation = game.PredictMovement(enemy); // if there is no predicted location, try to ram his current location if (predictedLocation == null) { predictedLocation = enemy.Location; } if (Game.ManhattanDistance(predictedLocation, myPirate) <= myPirate.MaxSpeed) // too far to ram { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, predictedLocation), this.Id); ap.AddEnemyPirate(enemy); double value = ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Game.ManhattanDistance(myPirate, enemy); ap.BurnInformation("Made in AttackEvent, case: ram treasure. Value: {0:F3}", value); chooser.AddActionsPack(ap, value); } } } else if (enemy.DefenseDuration > 0 && myPirate.TurnsToAttackReload < enemy.DefenseDuration && Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius - 1)) { var sailOptions = game.GetCompleteSailOptions(this.myPirate, enemy.InitialLocation, 0, 0, this.myPirate.MaxSpeed, this.myPirate.DefenseDuration == 0, 0, enemy.MaxSpeed, 2, Terrain.EnemyLocation, Terrain.CurrentTreasureLocation); foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) // sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id); ap.AddEnemyPirate(enemy); double value = GHOST_TREASURE_VAL * enemy.CarriedTreasureValue - Utils.Pow(pair.Value, 1.5) - Game.ManhattanDistance(pair.Key, enemy); if (myPirate.HasPowerup(AttackPowerup.NAME)) { value *= ATTACK_POWERUP_MULTIPLYER; } ap.BurnInformation("Made in AttackEvent, against {0}, value: {1:F3}, case: ghost shielded treasure", enemy.Id, value); chooser.AddActionsPack(ap, value); } } } } else if (enemy.PowerupCount > 0) { /*double multiplier = 2 * game.GetMyPiratesInAttackRange(enemy, PirateState.Free).Count; * multiplier += 4 * game.GetMyPiratesInAttackRange(enemy, PirateState.CarryingTreasure).Count;*/ double multiplier = 1; if (game.GetMyPiratesInAttackRange(enemy, PirateState.Free).Count > 1 && game.GetMyPiratesInAttackRange(enemy, PirateState.CarryingTreasure).Count == 0) { multiplier = 8; } if (game.IsAttackPossible(myPirate, enemy) && enemy.TurnToSober == 0) //fire! { ActionsPack ap = ActionsPack.NewCommandPack(game, new AttackCommand(this.myPirate, enemy), base.Id); double value = ENEMY_HAS_POWERUP; if (myPirate.HasPowerup(AttackPowerup.NAME)) { value = value * ATTACK_POWERUP_MULTIPLYER; } value = value * multiplier; ap.BurnInformation("Made in AttackEvent, case: shoot powerup. Value: {0:F3}", value); chooser.AddActionsPack(ap, value); } else if (Game.ManhattanDistance(myPirate, enemy) <= myPirate.MaxSpeed && myPirate.PowerupCount == 0)// ram { if (!isDouche) { if (!enemy.CanAttack && !enemy.CanDefend) { continue; } // ram his location Location enemyLocation = enemy.Location; // assume enemy will shoot or defend, otherwise ramming is practically impossible ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, enemyLocation), base.Id); double value = ENEMY_HAS_POWERUP - Game.ManhattanDistance(myPirate, enemy); value = value * multiplier; ap.AddEnemyPirate(enemy); ap.BurnInformation("Made in AttackEvent, case: ram powerup. Value: {0:F3}", value); chooser.AddActionsPack(ap, value); } } } //just attack a free pirate else if (enemy.State == PirateState.Free && Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius)) { if (!myPirate.CanAttack) { continue; } if (enemy.DefenseDuration > 0) { continue; } if (game.IsAttackPossible(this.myPirate, enemy)) { ActionsPack ap = ActionsPack.NewCommandPack(game, new AttackCommand(this.myPirate, enemy), base.Id); /*double multiplier = 2 * game.GetMyPiratesInAttackRange(enemy, PirateState.Free).Count; * multiplier += 4 * game.GetMyPiratesInAttackRange(enemy, PirateState.CarryingTreasure).Count;*/ double multiplier = 1; if (game.GetMyPiratesInAttackRange(enemy, PirateState.Free).Count > 1 && game.GetMyPiratesInAttackRange(enemy, PirateState.CarryingTreasure).Count == 0) { multiplier = 8; } double value = ENEMY_HAS_NO_TREASURE * multiplier; if (myPirate.HasPowerup(AttackPowerup.NAME)) { value = value * ATTACK_POWERUP_MULTIPLYER; } ap.BurnInformation("Made in AttackEvent, case: shoot regular. Value: {0:F3}", value); chooser.AddActionsPack(ap, value); } } } }
/// <summary> /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager" /// </summary> public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser) { if (this.treasure.CarryingPirate == null) { return; } Pirate carrying = this.treasure.CarryingPirate; double multiplyer = Utils.Pow(1 - ((double)game.GetMyPiratesCount(PirateState.CarryingTreasure)) / game.GetMyPiratesCount(PirateState.Free, PirateState.CarryingTreasure), 2); multiplyer *= this.treasure.Value; switch (carrying.Owner) { case Owner.Enemy: if (game.GetMyPiratesCount(PirateState.Free) > 0) { Pirate myClosestPirate = game.GetMyClosestPirates(carrying, PirateState.Free)[0]; foreach (Pirate free in game.GetMyPirates(PirateState.Free)) { if (free == myClosestPirate) { continue; } var sailOptions = game.GetCompleteSailOptions(free, treasure.InitialLocation, Terrain.EnemyLocation, Terrain.CurrentTreasureLocation); foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(free, pair.Key), base.Id); ap.AddTreasure(treasure); double returnDistance = Game.ManhattanDistance(free.InitialLocation, treasure); double maxDistance = game.Rows + game.Collumns; double value = (TREASURE_VALUE - Utils.Pow(pair.Value, 0.9)) * multiplyer * ((maxDistance - returnDistance) / (maxDistance)); if (myClosestPirate.HasPowerup(SpeedPowerup.NAME)) { value = value * SPEED_POWERUP_MULTIPLYER; } switch (GetDistanceCategory(game, myClosestPirate, Game.EuclideanDistance(carrying, myClosestPirate))) { case DistanceCategory.Close: value = value * ENEMY_HAS_TREASURE_ALLY_CLOSE; ap.BurnInformation("Made in GhostTreasureEvent, collecting treasure {0} from {1}, value: {2:F3}, case: close ally", treasure.Id, carrying.Id, value); break; case DistanceCategory.Medium: value = value * ENEMY_HAS_TREASURE_ALLY_MEDIUM; ap.BurnInformation("Made in GhostTreasureEvent, collecting treasure {0} from {1}, value: {2:F3}, case: medium ally", treasure.Id, carrying.Id, value); break; case DistanceCategory.Far: value = value * ENEMY_HAS_TREASURE_ALLY_FAR; ap.BurnInformation("Made in GhostTreasureEvent, collecting treasure {0} from {1}, value: {2:F3}, case: far ally", treasure.Id, carrying.Id, value); break; default: continue; } chooser.AddActionsPack(ap, value); } } } } break; case Owner.Me: if (game.GetEnemyPiratesCount(PirateState.Free) > 0) { Pirate closestEnemy = game.GetEnemyClosestPirates(carrying, PirateState.Free)[0]; if (Game.InAttackRange(carrying, closestEnemy, closestEnemy.AttackRadius + closestEnemy.MaxSpeed)) { if (game.GetMyPiratesCount(PirateState.Free) > 0) { Pirate closestAlly = game.GetMyClosestPirates(carrying, PirateState.Free)[0]; if (Game.InAttackRange(carrying, closestAlly, closestAlly.AttackRadius) || Game.InAttackRange(closestAlly, closestEnemy, closestAlly.AttackRadius)) { return; // is safe by the power of escort } foreach (Pirate free in game.GetMyPirates(PirateState.Free)) { var sailOptions = game.GetCompleteSailOptions(free, treasure.InitialLocation, Terrain.EnemyLocation, Terrain.CurrentTreasureLocation); foreach (var pair in sailOptions) { if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place { ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(free, pair.Key), base.Id); ap.AddTreasure(treasure); double returnDistance = Game.ManhattanDistance(free.InitialLocation, treasure); double maxDistance = game.Rows + game.Collumns; double value = (TREASURE_VALUE - Utils.Pow(pair.Value, 0.9)) * multiplyer * ((maxDistance - returnDistance) / (maxDistance)); if (free.HasPowerup(SpeedPowerup.NAME)) { value = value * SPEED_POWERUP_MULTIPLYER; } value = value * ALLY_ABOUT_TO_DIE; ap.BurnInformation("Made in GhostTreasureEvent, collecting treasure {0} from {1}, value: {2:F3}, case: dead ally", treasure.Id, carrying.Id, value); chooser.AddActionsPack(ap, value); } } } } } } break; default: break; } }